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Sorry - I think the point was missed...
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<blockquote data-quote="SweeneyTodd" data-source="post: 2421764" data-attributes="member: 9391"><p>I think that is true. There are multiple systems through which you could pursue relationship-based play. It's more a matter of focus, as systems that focus just on these issues are often going to be less complex.</p><p></p><p>For example, and this is kind of a stretch, let's say we were playing a HERO System game of "24". The only things on your sheet were "relationships" (Hunteds, DNPCs, Contacts) and Psychological Limitations. (Let's stretch it a bit and say that frequency and points invested in a relationship determine their importance per scene instead of per session.)</p><p></p><p>The character sheet might read: Jack Bauer, Contact:CTU 14-, Hunted:Terrorists 11-, DNPC: Kim Bauer, daughter and subordinate, 11-.</p><p></p><p>Let's say scenes are resolved through a combination of "just roleplaying" and rolling the frequency for the relationships that were involved in the current scene. So I'm playing out a scene like the TV show 24 where I'm a CIA agent supported by other agents, staking out a terrorist rendevous in a shopping mall. Kim's posing as the terrorist's contact, because she was the only person on site that looked similar enough. (Yeah, this is from the actual show.)</p><p></p><p>We make our rolls, the player rolling the advantages and the GM rolling disads. Contact fails, Hunted and DNPC "succeed". </p><p></p><p>So maybe the scene involves the head agent on site having a grudge against Jack, because he put away the guy's former partner for taking bribes. Because the guy's being difficult, Kim, who's posing as the contact, doesn't have covering support at a crucial moment and gets kidnapped.</p><p></p><p>Now you could play like that, and the entire scene is resolved in those rolls, or you could now break it down into additional detail, using the HERO combat rules to figure out movement and gunfire. Either is valid. But if you're using just the "relationship" rules, then the game is heavily focused on the relationships involved, and necessarily more "rules-light" than if you used the entire HERO rules.</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2421764, member: 9391"] I think that is true. There are multiple systems through which you could pursue relationship-based play. It's more a matter of focus, as systems that focus just on these issues are often going to be less complex. For example, and this is kind of a stretch, let's say we were playing a HERO System game of "24". The only things on your sheet were "relationships" (Hunteds, DNPCs, Contacts) and Psychological Limitations. (Let's stretch it a bit and say that frequency and points invested in a relationship determine their importance per scene instead of per session.) The character sheet might read: Jack Bauer, Contact:CTU 14-, Hunted:Terrorists 11-, DNPC: Kim Bauer, daughter and subordinate, 11-. Let's say scenes are resolved through a combination of "just roleplaying" and rolling the frequency for the relationships that were involved in the current scene. So I'm playing out a scene like the TV show 24 where I'm a CIA agent supported by other agents, staking out a terrorist rendevous in a shopping mall. Kim's posing as the terrorist's contact, because she was the only person on site that looked similar enough. (Yeah, this is from the actual show.) We make our rolls, the player rolling the advantages and the GM rolling disads. Contact fails, Hunted and DNPC "succeed". So maybe the scene involves the head agent on site having a grudge against Jack, because he put away the guy's former partner for taking bribes. Because the guy's being difficult, Kim, who's posing as the contact, doesn't have covering support at a crucial moment and gets kidnapped. Now you could play like that, and the entire scene is resolved in those rolls, or you could now break it down into additional detail, using the HERO combat rules to figure out movement and gunfire. Either is valid. But if you're using just the "relationship" rules, then the game is heavily focused on the relationships involved, and necessarily more "rules-light" than if you used the entire HERO rules. [/QUOTE]
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